I still don't see the planetary auto-upgrade option to change its default behavior. That one really annoys me. I just want a little toggle switch in the Settings to be able to have it default to On or Off when I set up a game.

Thank you for all the hard work your SD team is putting into this game!! It's great fun!!

Why is Prometheus Stone still disabled in the game if Kiln Of Worlds Artifact lvl 3 requires it? Either remove that level from Kiln of Worlds (I don't prefer), change it's requirement or re-enable Prometheus Stone by enabling fix that I posted in the discord chat. However, it's still not traded on the market with my fix so that must be something else, but at least it would be back in the game so one could get Kiln Of Worlds lvl 3.

This would make sense being all other Artifacts have a level 3 that can be obtained. (without modding)

Not complaining about this (I was and am a proponent of nerfing tourism), but just trying to figure things out so I can adjust strategy appropriately. I'm playing a custom raced with popularity stats at their lowest (-3% tourism). I've now built every tourism improvement but the Rest. of Eternity and still have zero tourism income. I noticed I wasn't getting any tourism income early in the game after building Paxton's Emporium and not getting the usual boost. That was not "normal" but I thought (correctly I believe) that further adjustments to tourism income had been made. But now that I've built sufficient tourism improvements to overcome the three percent penalty I expect I should be making some tourism income. Am I mistaken? Has tourism income been further adjusted so that a grossly "unpopular" race simply cannot make tourism income no matter how many tourism improvements are built? If so, I'll stop building them. Or is this not intentional and something isn't working right? Any input from Stardock on this issue would be appreciated.

I happened to perform a few tests on tourism today, and in one game with Tourism set to unpopular (-1) I was able to overcome the penalty on my home planet with the help of buildings. However, for some reason no tourism income showed until two rounds had passed!

I know that the controlled tiles are calculated at the end of the round and therefore anything affecting these doesn't show until the next round, and I suspect the same is true for tourism, since it directly relates to the controlled parsecs. Maybe that causes the additional delay.

Okay, I figured out the tourism "issue" in 3.7 Retribution I noted above. One must have more than three tourism buildings on one planet (because each tourism building accounts for a 1% increase in tourism) to overcome the -3% penalty. Because tourism is calculated on a per planet basis each planet must generate at least more than 3% tourism for that planet to generate any tourism income. This effectively means that for a race with the unpopular trait set to -3% (like mine) one has to pretty much concentrate all of the tourism buildings on one planet in order to get any tourism income. Again, I'm not complaining-in fact I think this is interesting because it creates real consequences for maxing out the unpopular trait and I think that one should have to suffer real consequences for making that choice. Now that I've figured this out, however, I'll adjust my strategy accordingly.

Yes, you are correct. If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!

Yes, you are correct. If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!

Yes, you are correct. If you are using a faction that is deeply unpopular (via triats), you have to put a lot of effort before folks will come to visit you -- sure, we're super rude and smelly, but at least we have cool things to see!

You have changed the requirement for a Silicon Race to build a City from Durantium to Promethion, however, it still says Durantium when you look at Race Type Silicon Based for any Silicon based Faction.

If you play any Silicon based Faction and you create a Colony Ship, you can colonize a Frozen world without any ability or research. Basically, the Slyne can colonize the frozen planet in their system game turn one if they had a Colony Ship. I was not sure if this was intended, but, if it is then it should be part of the Silicon description. If this is the case would the only value for a Silicon Faction to take the Adaptable trait would be to immediately get Aquatic and Barren worlds? Personally, I could see Silicon based Factions being able to colonize Barren worlds, but not really Aquatic or Frozen. This ability gives the starting worlds for the Slyne a huge advantage since they basically get a size 11 and a size 9 worlds very quickly which total 20, when the total should add up to 16 like other home worlds combos.

Lastly, it seems to me that even though Silicon bases cannot build a farm, why should they be able to take advantage of fertile lands? What I mean by take advantage is that they can use the "food" they have to build a Colonization Center, which seems really odd. I say, take away this building from their options and give them the ability to colonize Barren worlds. Also, the Onyx should probably start with at least one Promethion around them instead of Durantium all the time.